#ifndef EE_AUDIO_SOUNDSOURCE_HPP
#define EE_AUDIO_SOUNDSOURCE_HPP

#include <eepp/audio/alresource.hpp>
#include <eepp/config.hpp>
#include <eepp/math/vector3.hpp>
using namespace EE::Math;

namespace EE { namespace Audio {

/// \brief Base class defining a sound's properties
class EE_API SoundSource : AlResource {
  public:
	/// \brief Enumeration of the sound source states
	enum Status {
		Stopped, ///< Sound is not playing
		Paused,	 ///< Sound is paused
		Playing	 ///< Sound is playing
	};

	/// \brief Copy constructor
	/// \param copy Instance to copy
	SoundSource( const SoundSource& copy );

	virtual ~SoundSource();

	////////////////////////////////////////////////////////////
	/// \brief Set the pitch of the sound
	///
	/// The pitch represents the perceived fundamental frequency
	/// of a sound; thus you can make a sound more acute or grave
	/// by changing its pitch. A side effect of changing the pitch
	/// is to modify the playing speed of the sound as well.
	/// The default value for the pitch is 1.
	///
	/// \param pitch New pitch to apply to the sound
	///
	/// \see getPitch
	///
	////////////////////////////////////////////////////////////
	void setPitch( float pitch );

	////////////////////////////////////////////////////////////
	/// \brief Set the volume of the sound
	///
	/// The volume is a value between 0 (mute) and 100 (full volume).
	/// The default value for the volume is 100.
	///
	/// \param volume Volume of the sound
	///
	/// \see getVolume
	///
	////////////////////////////////////////////////////////////
	void setVolume( float volume );

	////////////////////////////////////////////////////////////
	/// \brief Set the 3D position of the sound in the audio scene
	///
	/// Only sounds with one channel (mono sounds) can be
	/// spatialized.
	/// The default position of a sound is (0, 0, 0).
	///
	/// \param x X coordinate of the position of the sound in the scene
	/// \param y Y coordinate of the position of the sound in the scene
	/// \param z Z coordinate of the position of the sound in the scene
	///
	/// \see getPosition
	///
	////////////////////////////////////////////////////////////
	void setPosition( float x, float y, float z );

	////////////////////////////////////////////////////////////
	/// \brief Set the 3D position of the sound in the audio scene
	///
	/// Only sounds with one channel (mono sounds) can be
	/// spatialized.
	/// The default position of a sound is (0, 0, 0).
	///
	/// \param position Position of the sound in the scene
	///
	/// \see getPosition
	///
	////////////////////////////////////////////////////////////
	void setPosition( const Vector3f& position );

	////////////////////////////////////////////////////////////
	/// \brief Make the sound's position relative to the listener or absolute
	///
	/// Making a sound relative to the listener will ensure that it will always
	/// be played the same way regardless of the position of the listener.
	/// This can be useful for non-spatialized sounds, sounds that are
	/// produced by the listener, or sounds attached to it.
	/// The default value is false (position is absolute).
	///
	/// \param relative True to set the position relative, false to set it absolute
	///
	/// \see isRelativeToListener
	///
	////////////////////////////////////////////////////////////
	void setRelativeToListener( bool relative );

	////////////////////////////////////////////////////////////
	/// \brief Set the minimum distance of the sound
	///
	/// The "minimum distance" of a sound is the maximum
	/// distance at which it is heard at its maximum volume. Further
	/// than the minimum distance, it will start to fade out according
	/// to its attenuation factor. A value of 0 ("inside the head
	/// of the listener") is an invalid value and is forbidden.
	/// The default value of the minimum distance is 1.
	///
	/// \param distance New minimum distance of the sound
	///
	/// \see getMinDistance, setAttenuation
	///
	////////////////////////////////////////////////////////////
	void setMinDistance( float distance );

	////////////////////////////////////////////////////////////
	/// \brief Set the attenuation factor of the sound
	///
	/// The attenuation is a multiplicative factor which makes
	/// the sound more or less loud according to its distance
	/// from the listener. An attenuation of 0 will produce a
	/// non-attenuated sound, i.e. its volume will always be the same
	/// whether it is heard from near or from far. On the other hand,
	/// an attenuation value such as 100 will make the sound fade out
	/// very quickly as it gets further from the listener.
	/// The default value of the attenuation is 1.
	///
	/// \param attenuation New attenuation factor of the sound
	///
	/// \see getAttenuation, setMinDistance
	///
	////////////////////////////////////////////////////////////
	void setAttenuation( float attenuation );

	////////////////////////////////////////////////////////////
	/// \brief Get the pitch of the sound
	///
	/// \return Pitch of the sound
	///
	/// \see setPitch
	///
	////////////////////////////////////////////////////////////
	float getPitch() const;

	////////////////////////////////////////////////////////////
	/// \brief Get the volume of the sound
	///
	/// \return Volume of the sound, in the range [0, 100]
	///
	/// \see setVolume
	///
	////////////////////////////////////////////////////////////
	float getVolume() const;

	////////////////////////////////////////////////////////////
	/// \brief Get the 3D position of the sound in the audio scene
	///
	/// \return Position of the sound
	///
	/// \see setPosition
	///
	////////////////////////////////////////////////////////////
	Vector3f getPosition() const;

	////////////////////////////////////////////////////////////
	/// \brief Tell whether the sound's position is relative to the
	///		listener or is absolute
	///
	/// \return True if the position is relative, false if it's absolute
	///
	/// \see setRelativeToListener
	///
	////////////////////////////////////////////////////////////
	bool isRelativeToListener() const;

	////////////////////////////////////////////////////////////
	/// \brief Get the minimum distance of the sound
	///
	/// \return Minimum distance of the sound
	///
	/// \see setMinDistance, getAttenuation
	///
	////////////////////////////////////////////////////////////
	float getMinDistance() const;

	////////////////////////////////////////////////////////////
	/// \brief Get the attenuation factor of the sound
	///
	/// \return Attenuation factor of the sound
	///
	/// \see setAttenuation, getMinDistance
	///
	////////////////////////////////////////////////////////////
	float getAttenuation() const;

	////////////////////////////////////////////////////////////
	/// \brief Overload of assignment operator
	///
	/// \param right Instance to assign
	///
	/// \return Reference to self
	///
	////////////////////////////////////////////////////////////
	SoundSource& operator=( const SoundSource& right );

	////////////////////////////////////////////////////////////
	/// \brief Start or resume playing the sound source
	///
	/// This function starts the source if it was stopped, resumes
	/// it if it was paused, and restarts it from the beginning if
	/// it was already playing.
	///
	/// \see pause, stop
	///
	////////////////////////////////////////////////////////////
	virtual void play() = 0;

	////////////////////////////////////////////////////////////
	/// \brief Pause the sound source
	///
	/// This function pauses the source if it was playing,
	/// otherwise (source already paused or stopped) it has no effect.
	///
	/// \see play, stop
	///
	////////////////////////////////////////////////////////////
	virtual void pause() = 0;

	////////////////////////////////////////////////////////////
	/// \brief Stop playing the sound source
	///
	/// This function stops the source if it was playing or paused,
	/// and does nothing if it was already stopped.
	/// It also resets the playing position (unlike pause()).
	///
	/// \see play, pause
	///
	////////////////////////////////////////////////////////////
	virtual void stop() = 0;

	////////////////////////////////////////////////////////////
	/// \brief Get the current status of the sound (stopped, paused, playing)
	///
	/// \return Current status of the sound
	///
	////////////////////////////////////////////////////////////
	virtual Status getStatus() const;

  protected:
	SoundSource();

	unsigned int mSource; ///< OpenAL source identifier
};

}} // namespace EE::Audio

#endif

////////////////////////////////////////////////////////////
/// @class EE::Audio::SoundSource
///
/// SoundSource is not meant to be used directly, it
/// only serves as a common base for all audio objects
/// that can live in the audio environment.
///
/// It defines several properties for the sound: pitch,
/// volume, position, attenuation, etc. All of them can be
/// changed at any time with no impact on performances.
///
/// \see Sound, SoundStream
///
////////////////////////////////////////////////////////////
